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Improve biome blending in 3D (#1637)
* Only do 3D blur when necessary during biome blending. Do only 2D blur when possible * Implement 2D blur using a summed-area table and fix bugs observed during testing * Implement 3D blur using a summed-area table too * Narrow the y interval on which biome blending must be done by querying the blocks to know if they use biome blending * Group 3D blur computation for transition that are close to one another * Expose control in UI for biome blending radius * Clean up * Rename useBiomeTint to isBiomeDependant. Make 2D biome benefit from tracking whether biome is used int the chunk or not * Don't use title case for the biome blending checkbox. * Fix bug where chunk on the edge of the selection when the chunk coordinate are negative had wildy wrong biome colors due to off by 1 error when testing if the chunk is loaded caused by int division rounding behavior --------- Co-authored-by: Maik Marschner <[email protected]>
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